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Morsleib
03-08-2007, 09:21
I have been writing a ladder campaign for AI using part of the air superiority campaign system from the AI rulebook and the generic scenarios. Iíll post the full thing here later but the last scenario and campaign finale are bothering me.

The last scenario is a Bomber Intercept but on a grand scale. I want to allow both sides to use all the planes which have survived in a do-or-die last ditch defence. I have several ways in which to play this one.

1. The simplest is to play the scenario straight out of the book and count campaign points at the end to see who has won overall. However this seems a bit lame and does not reflect the last ditch nature of the campaign finale.

2. Play it as a breakthrough mission where the bombers (and fighter escort?) have to escape off the opposite table edge to go on to their target. The objective would be to breakthrough with either a certain number of planes or more likely a percentage (say 25%?).

3. Play it until the bomber force disengages, ie takes 50% or more casualties.

In both options 2 and 3 I would re-cycle the intercepting force to reflect them returning to base re-arming and returning to the fray. Something like:

Repairs: Attacking planes which are damaged or out of ammunition may disengage by leaving from the attackersí table edge. Next turn roll a D6. 1-2 irreparable damage (aces may transfer to a new plane); 3-4 is re-armed but not repaired; 5-6 is re-armed and repaired back to its original number of hits.
No surrender: The attacking forces have no choice but to fight until death. They do not disengage when 50% or more of the planes are lost.

BTW the terminology in this scenario is a bit confusing. The bomber force, although they are heading out on a raid, are considered to be the defenders. The intercepting force which are defending their home base are considered to be the attackers. Clear?

I think that I can probably rule out option 1. It is the simplest and fairest option but this campaign is about playing out a narrative rather than simply winning. Options 2 and 3 both work in other game systems (Lord of The Rings especially) but the dynamics of this game are very different.

The two players will take part in between 7 and 11 games depending on the path they take through the ladder. Keen types can then play again having swapped sides :-)

Any thoughts about which way to go or which ending would work best?

Morsleib

orangesm
04-08-2007, 23:08
Well I have a few questions for you:

Do you expect players to have all the models for their entire force? For example someone may own 6 Thunderbolts, 4 Lightnings, and 4 Marauders, but have 8 Marauders, 10 Thunderbolts, and 8 Lightnings in their campaign force that survive to this battle.

For the re-arming repairs - I would say that have 'reinforcements' appear 1-2 turns after an aircraft is shot down, 'restrict' the number that can deploy at first - the attackers a spread out to defend their home bases and then have reinforcements arrive from other sectors (so the two sides). Any reinforcements from the home fields come from the players table edge.

I would say play the mission until all the surviving Bombers have exited the opposite table edge. For VP base it off normal numbers but the Bombers count twice, where if a bomber exits the opposite table edge it is worth 2 x VP and if it is shot down it is worth 2 x VP.

Overall it is a good idea, but I would say try to write it out like scenarios are in the book and cut it down to where you can describe it in a half of page of text.

Morsleib
08-08-2007, 17:08
Thanks for responding. I'm sorry I didn't get back sooner.


Do you expect players to have all the models for their entire force?

The campaign will use the basic rules from the AI rulebook substituting a ladder for the random missions. If you have say a 600 pt campaign then by the end of it you will have lost proobably between 20-50% of your aircraft. It seems unreasonable to insist on players having models which may see little use. If they choose a 600 pt list which they don't aleady own the models for what happens if they lose all of one type of plane early on? This is up for debate but I would be tempted to say that they only need to decide on aircraft types before each mission. However once those points are commited then they can't be changed later. That should give flexibilty to those with a limited collection at the outset.


For the re-arming repairs - I would say that have 'reinforcements' appear 1-2 turns after an aircraft is shot down, 'restrict' the number that can deploy at first - the attackers a spread out to defend their home bases and then have reinforcements arrive from other sectors (so the two sides). Any reinforcements from the home fields come from the players table edge.

I like the idea of reinforcements arriving from random directions. I did wonder about a time lag before re-armed planes appear but then if they have to exit by the home table edge and then return by the same it costs them time anyway.


I would say play the mission until all the surviving Bombers have exited the opposite table edge. For VP base it off normal numbers but the Bombers count twice, where if a bomber exits the opposite table edge it is worth 2 x VP and if it is shot down it is worth 2 x VP.

So are you saying that it might exceed the normal 12 turn limit? If I am counting VPs for the bombers then I also need to count them for the interceptors which puts out the re-arming...... <Thinks a bit> No it doesn't. They are planes which have just disengaged. VPs would be scored for interceptors actually shot down (or otherwise off the table at agme end).


Overall it is a good idea, but I would say try to write it out like scenarios are in the book and cut it down to where you can describe it in a half of page of text.

Oh yes don't worry about the format. I just wanted to talk through some of the options. This is just part of the whole campign which I will make available in its entirety when I have done.

Thanks for the input. It's appreciated.

Morsleib

orangesm
08-08-2007, 20:11
Ya the game may need to exceed 12 turns - especially if the bombers are slowing crossing the long table.